fMass
Mass
fMass is the mass of the vehicle in kilograms. It governs collisions, momentum and how much other vehicles push it, but not straight-line performance, because the drive force is defined per kilogram.
- Unit
- kg
- stored as is, inverse mass in the physics instance
- Vanilla median
- 1,628
- Rhino tank 60,000, RC Bandito 85
- Straight line
- no effect
- drive force and drag are per kg
- Applies
- respawn
- physics instance is built at spawn
The myth first
Almost every handling tutorial says a lighter car accelerates faster. In GTA V it does not. The engine field fInitialDriveForce is a force per kilogram, and air drag is applied as an acceleration too. Halve the mass and the car launches, shifts and tops out exactly as before.
You can check this without trusting us. Put a Sultan at 800 kg and one at 3,200 kg on a straight and both cross the line together. The lab below shows the same thing: the speed numbers stay frozen while the mass slider moves.
Try it on a real car
The two boxes scale with mass. That ratio is the only thing you are changing.
Vehicle mass. Decides who wins a collision and how mods weigh in. Acceleration is per kilogram, so mass alone does not slow the car.
Open this in the editorWho moves whom
Acceleration is computed per kilogram, so the straight-line numbers stay put. Momentum in a collision scales with mass, and so does the push you get from a shunt.
What mass really controls
Momentum. When two vehicles meet, the heavier one keeps its direction. A 5,000 kg truck shoves a 1,300 kg hatchback aside, and the hatchback barely slows the truck. Ramming, pit manoeuvres and pushing a stuck car all read this field.
Mass also decides how tuning mods weigh in. Vehicles with the HF_REDUCED_MOD_MASS bit in strHandlingFlags gain less mass from parts. And the physics instance uses it for the inertia that vecInertiaMultiplier then scales.
In the lap-time model, fitted on 482 measured laps, mass has a coefficient so small that doubling it costs about 0.16 s. That is a statistical echo of heavy cars having other slow traits, not a physical effect.
Values in the game
Cars pile up between 1,000 and 2,000 kg. The long tail on the right is trucks, buses and military vehicles.
Computed from the 608 vanilla cars that have a public measurement, one entry per handling name. Motorcycles (49) are kept out of the chart; they run 100 to 1140.
Bars cover the 1st to 99th percentile. Extremes: 85 (RC Bandito) to 60,000 (Rhino Tank).
- Compacts · 14650 990 1,400
- Sports Classics · 49800 1,400 2,420
- Super · 60880 1,400 3,000
- Sports · 117450 1,500 3,200
- Muscle · 81700 1,590 5,000
- Sedans · 44965 1,625 3,750
- Coupes · 19950 1,800 3,000
- Emergency · 31250 1,930 12,500
- Off-Road · 5785 2,000 8,600
- SUVs · 451,500 2,400 5,500
- Vans · 222,000 2,500 7,500
- Utility · 21400 4,950 10,400
- Industrial · 113,800 6,000 35,000
- Service · 101,400 8,250 14,000
- Commercial · 155,500 9,000 14,000
- Military · 12301 9,500 60,000
Five cars from the bottom to the top
- Lowest85kgRC BanditoOff-Road
- 25th percentile1,350kgGauntlet ClassicMuscle
- Median1,630kgImpaler LX CruiserEmergency
- 75th percentile2,400kgChino CustomMuscle
- Highest60,000kgRhino TankMilitary
What to change instead
| You want | Change |
|---|---|
| Quicker launch | fInitialDriveForce, and check the grip cap |
| Higher top speed | fInitialDragCoeff down, or fInitialDriveMaxFlatVel up |
| Car feels planted, less floaty | vecInertiaMultiplier z above 2, vecCentreOfMassOffset z lower |
| Wins collisions | this field |
Keep the value realistic for the model. Tiny masses make the car bounce off kerbs like a toy, and a 60,000 kg sports car becomes a wrecking ball that nobody wants on a roleplay server.
Related fields
- fInitialDriveForce
How hard the engine pushes per kilogram. Roughly 10 m/s² of acceleration per 1.0 in first gear, before drag and grip limits.
Read the page - fInitialDragCoeff
Air resistance, grows with speed squared. The one number that caps top speed without touching the gears.
Read the page - strHandlingFlags
Behaviour switches: CVT gearbox, off-road bonus, armour, rear-wheel steering. Half of all vanilla cars leave it at 0.
Read the page - fTractionCurveMax
Peak cornering grip before the tyres let go. Vanilla cars sit between 1.6 and 2.65, which is arcade grip on purpose.
Read the page
Numbers on this page come from the vanilla handling files of GTA V (one entry per handling name, 55 fields catalogued) and from a speed model checked against 617 measured top speeds. Published 2026-09-08. Not affiliated with Rockstar Games or Cfx.re.